Warlock
Base Class: Warlock

Your patron deals with other great beings, and uses you to fulfill dealings. Acting as a mercenary force or gang, you might be called to intimadate or kill a desterer warlock of another patron. If you were to break you pact, the same would happen to you. 

The aim of this patron is to give a warlock player orders from their patron without reciving main character syndrome, while still allowing for greater story connections and possible betrayal, weather that be betrayal of party or betrayal of patron.

Expanded Spell List

The Condottiere lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Condottiere Expanded Spells
Spell Level Spells

1st

Magic Missile, Command

2nd

See Invisibility, Branding Smite

3rd

Erupting Earth, Conjure Barrage

4th

Locate Creature, Private Sanctum

5th

Creation, Modify Memory

Condottiere's Granted Resiliance

Starting at 1st level, whenever you would be stunned, charmed, or frightened, deal (1d4+ your charisma modifier) damage of your choice (Force, Thunder, Blugeoning, or Cold) to what would have caused the condition. You can use this feature up to your proficeny modifier(Min 1) per short or long rest.

At level 5 this increases to 1d6.

At level 7 this increases to 1d8.

At level 9 this increases to 1d10.

At level 11 this increases to 1d12.

At level 18 this increases to 1d20.

Assured kill

Starting at 6th level, your patron infuses some additional magic into you, giving you advantage on all spells that damage and require an attack roll. You also have 1 die of damage advantage, where you roll an aditional damageing die and remove the lowest. (Ex: Spell deals 2d6. You roll 3d6 and take the higher 2 numbers. Ex2: Spell deals 1d6+1d8. You roll 1d6 +2d8, or 2d6+1d8.)

At level 12, you may roll 2 additional dice instead of just 1.

At level 18, you may roll 3 additional dice instead of 2.

Specialized Job

Starting at 10th level, you can choose one damage type when you finish a short or long rest, then another. You gain immunity to that damage type, and vulnerability to the other until you choose different ones with this feature. 

Enforcer

Starting at 14th level, any cantrip you cast ignores immunities and resistances (Damage or effects).

Starting at 14th level, when you hit a creature with a melee attack, you can use this feature to instantly transport the target into a prison inside your mind. The creature disappears and is unable to take actions or bonus actions.

At the begining of their next turn, the target makes a Charisma saving throw using you spell save DC. If they succeed, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target fails the save, then it remains in your mindscape, getting an additional chance to escape each time you cast a cantrip. You can use an action to expel the target, resulting in them appearing in the closest unoccupied space. You may only hold one target at a time.

Once you use this feature, you can’t use it again until you finish a short rest.

At level 19, you may hold two targets, but they will be able to interact.

Condottiere Image

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